Model: Alliance communications encoder/decoder
Type: Communications device
Cost: Not for sale
Skill: Communications
Availability: 4
Game Notes:
The only stardard piece of Alliance privateer equipment (and most Alliance military units) the ACE is used to encode transmissions so that intercepted communications are difficult or impossible to understand. The encoder adds +2D bonus to the user's Communications skill for encoding or decoding transmissions. The ACE also carries Core Quasar, a METOSP broadcast identifying the ship as an Alliance privateer. Code Quasar has no game effect; it is more like flying an ID flag.
Game Effects: +1 to +1D SNEAK, +2 to +2D Hide in proper enviroment, with
penalties of up to -4D for the wrong pattern
Availability: Varies
Cost: Set of fatigues: 25-100 credits (depending on pattern)
Flight suit and helmet: 1,500-6,000 credits (depending on pattern)
Refinishing a blaster pistol: 50-200 credits (depending on pattern)
Refinishing a blast helmet: 50-200 credits (depending on pattern)
Refinishing a full set of armor: 100-800 credits (depending on pattern)
Speeder bike or swoop: 400-2,000 credits (depending on pattern)
Camofluage is one of the best things that you can use, as it make you hard to see. For obvious reasons, it works best while you are stationary, and not very close to your opponent. It also has many problems. First, it must match the terrain. A pattern for an urban enviroment were the prodominant structual material is a medium pink stone will get you deader than Xim the Despot if you were it in an arctic enviroment. You should not mix patterns, as the barrier where they come together will clash and have a very unnatural apperance. Finally, for full effect, EVERY visable serface must be camoed. Don't get dead just because you forgot to paint the back of your neck and ears, or you didn't dull your boot heels. The most common form if camo is speically dyed clothing. These can be any kind of clothing, from flight suits to ponchos and pants to undergarments (made most likely for the very weird, but every little bit helps). Boots and packs are also avialable camoed, but this often best done in the field. Weapons and equipment may be camoflauged as well, by applying thin layers of finish to them (usually for about 5 to 10% of the cost of the weapon, depending on the compelexity of the finish). But whatever you do, if you plan on traveling, don't get overly specific in your patterns. A desert pattern made specifically for Sevarcos might work well on Ryloth (but not as well), but not on Tatooine.
Model: Handmade Ehbling Micropick
Skill: Security
Weight: 115 grams.
Cost: 3,500 credits.
As with many artifacts of Ehbling technology, the micropick is
based on a relatively ancient design, which is improved and refined
by the individual Ehbling craftsmen making them. Typically
Ehbling, and highly illegal, the micropick crams a number of
intrusion devices into a tiny, innocuous looking package, usually
disguised as an amulet of some sort, or as a blaster's power pack.
The micropick is equipped with a long and thin vibroblade,
useful for cutting through bonds and locks of all types, and very
small laser torch, for those situations where a little light and
noise won't be noticed, or where the requirements of speed
outweighs the need for stealth. It also contains a Perminion
display, a device that allows a skilled used to track the twists
and turns of the wiring within the computerized locks, and space
for a single use computer spike, to allow for an inelegant and more
traceable solution to that problem. Finally, it contains a set of
small blades, primitive lockpicks, and small vials of metal eating
acids, for those times where an old fashioned approach is called
for.
Each and every one of the devices in the micropick is illegal
throughout known space, and possession of one of these items is a
multiple felony in Imperial space, and a multiple misdemeanor
within the New Republic. For this reason, many micropicks are
equipped with a self destruct switch, which atomizes the contents
of the case before melting the micropick's container into little
more than a plastic odor and a whiff of greasy smoke.
Skill (to build): TEC: Light Systems Repair
Difficulty (to build): Moderate
Operation: DEX: Armour Weapons
Range: 1/2/3
Effect:
Replacing the precious stone in the
ring is a glow-prism, re-calibrated
to emit all its energy in one full
burst. On a successful attack with
the ring, it does 6D blinding
damage.
The exact effect of blindness is
up to the GM to decide.
Passes through all weapons and
energy scanners with ease.
Cost: Not for sale
Parts: 100 cr + var. - The glow-prism value
plus the variable cost of the ring.
Ion Flare
Type: Typical ion flare
Cost: 15
Availability: 2
Damage: 3D Ion damage, 1m area of effect. Lasts for 2 minutes
Game Effects:
Detectable on energy sensors. (actually difficulty based off
local weather conditions, sensor systems, terrain, and several
other variables- GM's call) Ignition counts as two to three
actions, depending on model design. (Easy DEX)
Thermal Flare
Type: Typical thermal flare
Cost: 5
Availability: 1
Damage: 10D first 3 rounds, 8D next 12 round (1 min), 4D next 36 rounds (3
min)
Game Effects:
Illuminates 30m radius. May be held onto for about a minute.
Ignition counts as one to three actions, depending on model
design (Easy DEX for all).
Flares come in two different forms: thermal and ion. The ion flares are useful, as the sensor systems used on most planetary defense satellites and stations, or carried on the more powerful capital or scout ships, can detect their emissions from orbit. This makes them useful not only for those people needing to make themselves found, but also for calling in fire support or marking landing fields. They have the added bonus in that they have no thermal signature, for covert use. It should be noted, however, that they will have negative effects on most electrical systems, including most droids and some cybernetic systems.
Thermal flares are an ages old technology. These actually burn a mixture of powered magnesium and/or aluminum, iron oxide (black rust) or some other oxidizer, and one of several binding compounds, packed into a semi- combustible tube that is topped with an ingnitor. These can be used to provide intense, short-term light, light a fire, fend of an attacking animal or signal rescuers. They are almost universally soak proof, most of them will actually burn underwater, and the very best (and most expensive) will burn in pure vacuum due to the internalized oxygen source. These are a very common in survival kits and life boats.
Model: Borallis Metalworking & Materials PCW-880
Type: Heavy fusion cutter
Scale: Starfighter
Skill: Assorted Technical skills
Cost: 150
Availability: 1
Damage: 3D
Game Notes:
This unit is 1.2 meters long and uses a rechargable power pack.
Skill to build: Repulsorlift repair
Difficulty to build: Difficult
Operation: Climbing
Difficulty to use: easy (moderate for slipery surfaces)
Effect:
Version 1: Complex rules.
Creates a powerful grav. feild which
can attach onto any surface through
the use of repulsorlift technology.
Grabs onto anything with a STR of
5D. The power pack must be replaced
every 15 hours of constant use.
Parts: 500 cr for high quality gloves; 2 blaster power packs (or 40 cr for mini power storage unit), 2000 cr for grav feild projector. Cost/pair: Not available for sale (usually, if you can find it - 4000 cr)
The Hacker Kit 1.1 is a hacker tool kit that allows someone to break past any computer controlled lock or check point as well as access any information available on the computer by deciphering pass words. It's very difficult to use but also very effective when done properly. To interact with it there is a keyboard and a small screen. The hacker kit is a supplement but not a replacement to the hacker. It cannot accomplish it's tasks without someone to carry out the physical aspect. Because of all the necessary tasks required in it's use it was proven impractical to make it a droid.
The kit comes with a hydrospanner, screw driver, laser cutter, universal computer jack, specialized comlink, retinal projector and card decoder along with a level one droid brain and a keyboard view screen interface. (note if a player is as good with computers as he should be to acquire this machine, he can put in a voice unit to the computer with only an easy computer prog/repair roll) When the kit is activated it requires a Security skill of 4D to use. Even then if it is a new user and not the previous one, all past files are deleted and randomized. as well, no Hacker Kit will Hack another, so all Kits are completely safe from ever having their doings used against their owners.
Hacking Kit
Model: Hacker Kit 1.1
Type: Illegal Computer Security Code Decoder and Computer Piracy Device
Cost: GM discretion no less than 8,000 credits
Skill: Minimum of 4D Security and 3D Computer pro/repair to use (adds 4D more to Security
roll if used correctly)
Availability: 4 X (almost unique)
Special Abilities and Instructions:
This device can crack through any computer security measure and then copy
the data inside. It will also unlock all computer controlled locks and blind
any computer controlled check points. Below are a list of the counter
measures employed to keep people out and the counter counter measures the
Hacker Kit 1.1 will use to get in.
Locks: Password - If any password is required either audio or touch pad, the hacker need only remove the panel meant to receive the password and connect the built in computer on the Hacker Kit 1.1 to both the receiver and the verifier.. Then the GM can roll a Easy difficulty roll to have the Hacker Kit 1.1 take the expected password from the verifying component and putting it through the receiver. The computer cannot tell the difference and the only evidence of the Hackers presence is the removed panel, which is easily rectified by putting the panel back in place.
Key Card - This is laughably easy. Take the card decoder from the equipment rack above the monitor and place it in the appropriate slot. The delicate instrument then reads the incoming interrogation (through either laser, x-ray, magnetic or mechanical means) and gives the sought after response. The Kit rolls it's individual roll of 4D to a moderate difficulty to have the desired effect.
Hand Scan - This is a more difficult task in that the hacker can never touch the receiver. Instead he must find the power source to the receiver and disconnect the power to it. Then he must find the connection between the receiver and the objective and splice this (moderate difficulty on the computer prog/repair skill) then connect the spliced wire to the Hacker Kit 1.1. Then the Hacker Kit rolls it's individual roll of 4D to order the objective to respond in the desired fashion. (moderate difficulty)
Retinal Scan - This is the most difficult lock to crack. Have the hacker remove the panel around the lens of the retinal scanner. Upon finding the verifier unit attach this to the Kit (difficult computer prog/repair) then attach the retinal projector hanging on the equipment rack above the screen to the hard drive and place it in front of the lens. Then both may roll their collective roll of 8D to achieve a very difficult Security Roll.
Security Monitors: Camera and holorecorders - Your Hacker won't get very far in life if he breaks into a facility to copy secret and restricted information only to be seen on film and alert the security troops. To avoid this result, as soon as possible link the Kit up to a security relay junction (they're not too hard to find. About as common as a light switch. Say a moderate perception roll) and tap it in.
Use the retinal recorder to scan your image and that of the kit then transfer this information onto the Kit's hard drive. It will then have the security system copy the image as old data and it will be ignored from all scans. This is not 100% fool proof. A thermal sensor will still show up along with a shadow but there are other ways to handle that.
Thermal Image - When you remove your image from the system type in ^^^***%comm#1 into the Kit. Even with a voice synthesizer installed this command must be typed. This is done to insure that not even the Kit knows the Hackers secret ace in the hole. The command is immediately translated by the droid brain and activates the comm unit at the same time sending a command over the security lines to ignore anything that would trigger their preset orders to alert security within 6 feet of this wide band signal that will read in any electronic device focusing in it's direction. The only way to detect the signal is to monitor all comm channels inside the facility and if that is the case it's the hackers own dumb luck.
Meanwhile the memory of the event is deleted and randomized automatically by the droid brain. It will never understand why it's master is so casual about what to it is an obvious short coming in it's protection of it's master. There is no roll involved as long as the player states that he/she is using the code.
Electric Security: Password - Hook the unit up to the computer and let them blabber back and forth. The Hacker Kit 1.1 is fluent in all known computer languages and has the ability to trace program origins. This means that any computer from the known galaxy can have it's passwords traced back to their point of origin copied and then given to the password receiver within 4 turns at a moderate difficulty level for the Kit.
Presence Recorder - This is much more difficult in that you must actually remove files. A presence detector records who or what is inside it's assigned area at what time. The best thing (and easiest) to do is allow it to record then delete the file and randomize the spot where the file used to exist. This is a difficult task and must be done for three consecutive rounds before safety is 100% assured.
Construction Skill: Holo-Vid repair; computer prog or droid prog
Dificulty to build: ^ Moderate; ^ Difficult
Operation: Grenade (just press the button and throw)
Effect:
Projects a 3D image pre-programmed into an area
with a radius of .5 meters. Has a resolution of 4D
(vs. search or perception to notice that it is just
a holograph).
Cost: Not available for sale
Parts: 3000 cr - built from mini-holoprojector (can be found in R2 series
droids), power pack(for blaster pistol, or other type of miniture power
generator), droid brain or mini-computer.
Model: Sienar Hyperdrive Disrupter
Type: Hyperdrive disabling device
Cost: 1,500 credits
Game Notes:
This unit does not actually contain any explosive material.
Instead, it is connected to a ship's hyperdrive (a combination
of Starship Repair and Demolitions against a Heroic difficulty).
As soon as activated (may be activated by a remote cap, time cap,
or immediately), the device waits for the ship's Hyperdrive to
be activated. It allows the drive to function for 10 standard
minutes (thus micro-jumps within systems do not trigger
detonation) before it begins to feed off of the hyperdrive's
power systems. After an additional 15 minutes of power sapping
(hyperdrive performance is not affected noticeably) the unit
absorbs ALL hyperdrive-designated power, dropping the ship out
of hyperspace instantly, before feeding all of that power back
into the hyperdrive, along with the additional power stored
during the 15 minutes of sapping. Roll 2D and modify effects by
the amount of abuse hyperdrive has taken up to this point,
hyperdrive modifications, and damage to the ship's hull, ship
size, and hyperdrive multiplier at GM's discretion. (ex: an
extensively modified, fast ship with some other systems damaged
would have a heavy modifier against it, while a nearly stock,
semi-mint condition ship would experience a small modifier in
it's favor. Results are as follows (results above 12 reflect GM
designated modifiers).
<2 Minor Hyperdrive Mishap.
2-4 Moderate Hyperdrive Mishap
5-8 Catastrophic Hyperdrive Mishaps
9-12 Hyperdrive irreparably destroyed- Sublight engines crippled to 3/4
normal speed.
13-14 Hyperdrive irreparably destroyed- Catastrophic Sublight Drive Mishap
15-16 Hyper- and Sublight Drives destroyed- Ship takes 2D internal damage (no shields)
>16 Hyper- and Sublight Drives destroyed- Ship takes 6D internal damage (no shields)
Internal Damage is always on the ships own scale.
During usage the unit vaporizes all together, leaving only a black carbonized square where the device was affixed. Some users have found that messages can be delivered by writing a message backwards in heavy electrician's tape on the attachment side of the unit.
Sienar, maker of the galaxy-famous TIE fighter, has designed this system for the destruction of craft such as X-wings, Y-wings, freighters, small capital ships--in short, anything the designers see as a threat to an unshielded TIE. Sienar generally sells these directly through black market contacts in Imperial/New Republic space, where they are usually illegal, although they can be purchased for 3/4 the listed cost in the Corporate Sector.
Model: Arakyd Aeordynes, Inc. Hush-About AJP-400
Type: Personal jet pack
Skill: Jet pack operation
Cost: 1,800, 150 (power pack recharge), 150 (portable carrying case)
Availability: 3, F or R
Game Notes:
The Arakyd Hugh-About AJP-400 is capable of lifting up to 300
kilograms (total). It moves vertically 200 meters per charge,
horizontally up to 500 meters per charge. A fully charged unit
has 10 charges and can be run on continuous charge-feed. During
normal operation this unit produces very little noise. Any
attempt to locate a Hush-About using auditory pickups requires
a successful Search roll at a +10 penalty to the difficulty.
Jet packs are an unusual form of conveyance that more commonly see use with military forces or fringe groups (although a number of commericial jet packs are available). A jet pack is simply a propulsion system that a pilot can strap on, allowing flight over short distances. Arm and wrist controls are often employed for maneuvering, and many civilian packs have limited sound baffles to conform with local noise ordinances; while these baffles reduce noise, they also reduce the unit's speed as well.
Model: Individual manufacture; many types
Type: Security code de-scrambler
Skill: Security
Cost: 8,000 (if purchased through a legitimate agent), 16,000+ (black market)
Availability: 4, R or X
Game Notes:
Adds +2D to a user's Security skill when attempting to open an
electronically sealed entryway.
A thief's or shipjacker's best friend, most lock breaking kits are self assembled from other tool kits, with some unusual and rare components acquired from special security manufacturers.
Model: NeuroSaav 8936/F Integrated Sensor Array
Type: Compact Universally Compatible Sensor Pack
Skill: Sensors
Cost: 1200 credits
Availability: 2. R
Game Notes:
This sensor pack has the same abilities as any standard
personal sensor pack, except that it is palm-sized, and is
readily adaptable to integrate with any computer system. The
small size of this unit makes it very popular among the
cybernetically-enhanced.
Kodel: Neuro-Saav Stareyes
Type: Snooper goggles
Cost: 300
Availability: 1, F
Game Notes:
Counteracts up to 2D of Darkness penalties. Can not work in
total darkness.
Similar in function to a thermal imager, these magnify the existing light in the environment. The ambient light picture is then displayed on flat screen, usually with a greenish tint, but some times with a bluish one, depending on the manufacture. Fairly well miniaturized, a set of light enhancing goggles takes the form of a thick and bulky set of goggles, while and hand held viewer is simply a thick disc. These capabilities are often built into gun sights and macrobinoculars.
Model: BlasTech Search-Scan 4
Type: Security scanner
Skill: Sensors
Cost: 9,800 credits
Availability: 2, R
Range: 3/7/25
Game Notes:
+1D to sensors roll for detecting: structural anomalies, secret
compartments, and energy signatures for weapons, lifeforms, and
energy sources in a confined area such as a docking bay, etc
- Imperial and local governments for a variety of purposes - large chest-size (often on a cart or repulsor sled) - very sensitive instrument that can often penetrate shielding
Model: NeuoSaav 8932/D Sensor Pack
Type: Portable scanning device
Skill: Sensors
Cost: 650
Availability: 2, R
Game Notes:
The NeuroSaav 8932/D is a general-purpose sensor apparatus that
can detect either the presence of a life form, or the presence
of a comm signal. Characters using the unit receive a +1D bonus
to Sensors. The device can scan up to 300 meters away, and will
give approximate bearings to the source of a comm transmission
or to the location of a life form.
Sensor packs are portable scanning devices that can detect life-forms, energy emissions, tectonic instability, and any number of other phenomena. Most sensor packs are handheld devices that are fairly bulky; more sensitive apparatus must often be handled by two or more people.
Smaller sensor packs are only capable of detecting a single phenomenon (such as a comm signal or life-form); the more functions the sensor pack is required to perform, the larger the unit tends to be. Most handheld sensor packs are only capable of giving general information about what has been detected (such as the general direction and frequency of a comm signal, or the relative distance to a life-form) but cannot give precise data. Larger units tend to be more accurate - and more sensitive - but are also more expensive.
Model: BlasTech T-141 Thermal Goggles
Type: Thermal imager
Skill: PERC: Thermal Interpretation (see below)
Cost: 500 (10, powerpack lasts about three hours)
Availability: 2, F
Game Notes:
Works in all vision obscuring conditions where there is thermal
variance. May look through cover (Cover's STR+1D vs. user's
PERC: Thermal Interpretation).
A thermal imager is based on the principles of a thermal sensor, but they go several step further. They form a picture based off of the thermal energy that they see, allowing you to see in total darkness, so long as the air isn't warmer than everything else that is with in the total darkness. It takes a certain amount of training to interpret the images given to you by thermal imaging, as it only maps heat differences in the environment. As a result, ten stormtroopers standing shoulder to shoulder are a big blob of heat, not ten stormtroopers. That big blob of heat could be sleeping kryat dragon, or it could be a mini-tank. With training, you can see tell, at ten meters, whether or not a man has a mustache. But you have to be very, very good, and have excellent equipment. They are about twice the size of a basic thermal sensor, and are often mounted on a headstrap, in a goggles configuration. Or, they are added to microbinoculars and/or holocams for observation work.
(skill: PERCEPTION: Thermal Interpretation (no specializations). Improves normally. Used by those species that do not naturally see IR to figure out what the thermal display they are looking at means. Not very common.)
Model: Santhe Tools Thermal Scale
Type: thermal sensor
Cost: 200
Availability: 2
Range: 100m, line of sight only.
Game Notes:
Has the equivalent of SEARCH: heat at 5D to register heat
variations on scale. May see through cover, but the sensor must
roll against the cover's STR+2D to detect, modified by the
contents of the wall, as the GM sees fit. Difficulty is based
off of the target's heat difference compared to background
environment (Almost always works in the open, but usually should
be rolled inside structures).
This is a simple, hand-held system that detects the variations in thermal radiation in the environment. Instead of actually showing you an image, it has a readout, usually a scaled bar, that indicates how much warmer than the background heat the area that it is scanning is. Used by publics works officers and industry to locate hotspots, and by hunters, game and bounty, that are looking for warm blooded creatures, it can also "look" through cover. Some individuals in military and para-military circles have taken to mounting them alongside their rifle barrels, for urban combat. Size wise, they are usually about the size of deck of sabacc card chips.
Model: H-47 Wrist Sensor
Type: Portable sensor pack
Skill: Sensors
Cost: 1,000 credits
Availability: 3, F
Operation: Sensors:
Passive: 200m/1D*
Scan: 10km/3D
Search: 20km/2D+1
Focus: 50m/5D
* If this is set to a specific target the skill is increased to 2D.
Game Notes:
Easy roll to locate life forms, difficult to identify. The H-47
can work on it's own, but as such must remain in passive mode,
and will only have 1D skill (if it is looking for something
specific this is increased to 2D) but one can also operate it
manually - adding the H-47's skill dice to your own.
Technology Location and Identification Chart:
Size (cubic cm) Difficulty to Locate Difficulty to Identify
1 heroic Heroic
10 v difficult Heroic
100 difficult Heroic
1000 moderate v difficult
10000 easy difficult
100000 v easy moderate
The H-47 Wrist Sensor was developed as a means of locating life forms or signs of civilization in remote areas, but it's uses are almost infinite. The H-47 is capable of identifying any life form within 20 meters, as well as approximate identification within 100 m, it can locate life forms within 10 km. It also locates advanced technology (large metalic structures, power sources, etc.) within 50 km, but can focus on finding specific types of technology (ie blasters) within 100 m, these are often used in starports, court rooms, banks, etc., when it is in passive mode, and it indentifies what it is looking for, 3 seconds of consecutive beeps will notify the user that it has found it. Among the most important, and useful, things to note about the H-47 is that it is as large as the average wrist chronometer, and has a function that allows it to be disguised as such.
| Armor, Fatigues, and Space Suits | Blasters | General Equipment